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Chrono Vortex

Parabomb Strikes

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This is based on this tutorial from Project Perfect Mod. If you want an in-depth exploration into the nature of parabombs, have a look at it.

The first thing you'll need to do is copy this INI code into your map, using Notepad or Notepad++:

[PBOMB]
UIName=Name:CAMISC02
Name=Parabomb
Image=CTMISC02 ;CAMISC02 for snow maps
Primary=Parabomb
Civilian=yes
Category=Soldier
Nominal=yes
CanPassiveAquire=yes
CanRetaliate=yes
Crushable=no
Insignificant=yes
AttackFriendlies=yes
Sensors=yes
SensorsSight=255
DetectDisguise=yes
DetectionDistance=255
OpportunityFire=yes
GuardRange=255
Prerequisite=BARRACKS
RadarVisible=no
RadarInvisible=yes
Strength=500
Armor=special_2
TechLevel=-1
Sight=8
Speed=0
DeathAnims=TWLT100I
DeathWeapon=KillMe
DefaultToGuardArea=yes
HasStupidGuardMode=false
Explodes=yes
Selectable=no
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ImmuneToPoison=yes
ImmuneToVeins=yes
Unnatural=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
BerserkFriendly=yes
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=1
Bombable=no
LegalTarget=no
Size=1
AllowedToStartInMultiplayer=no
Trainable=no
DontScore=yes
PreventAttackMove=yes
DieSound=ExplosionCrazyIvan
TypeImmune=yes

[NapalmWH]
CellSpread=4
PercentAtMax=.6
Wood=yes
Verses=100%,100%,100%,100%,100%,100%,100%,250%,20%,100%,100%
InfDeath=4
Sparky=no
Fire=no
ProneDamage=600%

[KillMe]
Projectile=InvisibleAll
Damage=80
Warhead=NapalmWH
Anim=TWLT100I
Range=255
ROF=15
Suicide=yes
FireInTransport=no

[Parabomb]
ROF=15
Damage=80
Range=255
Projectile=DropP
Speed=100
Warhead=NapalmWH
OmniFire=yes
Suicide=yes
RevealOnFire=no
Anim=TWLT100I

[DropP]
Inviso=yes
Image=none
AA=no
AG=yes
AN=yes
AS=yes

[Warheads]
XXX=NapalmWH ;Replace "XXX" with a number above 105 (the first 105 entries under [Warheads] are already in use).

[InfantryTypes]
XX=PBOMB ;Replace "XX" with a number above 65 (the first 65 entries under [InfantryTypes] are already in use).

This adds an infantry unit (called "PBOMB") with a suicide weapon to the map, which will act as a parabomb. Be sure to add the entry numbers under [Warheads] and [InfantryTypes] before you proceed.

The next thing you'll need to do is add a trigger which paradrops a team of parabombs somewhere. If you don't know how to do that, these are the steps:

  1. Open the script editor and add a new script. Add an "Attack" action to that script (this ensures that the parabombs will explode on impact with the ground).
  2. Open the taskforce editor and add a new taskforce. change the "Unit type" to "PBOMB," and the "Number of units" to however many parabombs you want to be dropped.
  3. Place a waypoint on the map at the location you want your parabombs to be dropped (henceforth referred to as waypoint X), and another at the location you want the cargo plane to spawn (henceforth referred to as waypoint Y).
  4. Open the teams editor and add a new team. Change the "Script" and "Task force" to the ones you just made. Change the "House" to "Civilian." Check the "Cargo plane" box. Change the "Waypoint" to waypoint X and the "Transport waypoint" to waypoint Y.
  5. Open the trigger editor and add a new trigger. Under "Events," add an event for whatever conditions you want to cause the parabombs to be dropped. Under "Actions," add a new action. Change the "Action type" to "7 Reinforcement (team)..." and the "Parameter value" to the team you just made.

And that's it. If you've done everything right, this is what the end result should look like:

Parabombs.thumb.png.ad46ef3a22633e5531e80c47a74a05ee.png

If you want an example of this at work, take a look at this map.

Edited by Chrono Vortex
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